Mini reviews of Television seasons old and new. No fuss. No spoilers. Occasional bunnies.
Showing posts with label Season 7. Show all posts
Showing posts with label Season 7. Show all posts

Wednesday, February 1, 2017

Star Trek: The Next Generation: Season 7 (1993-94)

Longtime fans of TNG will get the most from what the seventh and last season has to offer. There's a lot of looking back, while also moving forward. A number of significant events from previous years are referenced or recalled, right back even to the Farpoint mission, the very first episode of Season 1 (1987-88).

Family plays an important role; mothers and sons mostly, but also fathers, brothers and the extended family you create for yourself from the people who become closer than just friends, the people who earn respect a thousand times over just by being who they are at heart, free from any kind of ingratiating agenda.

And while strange new worlds are indeed explored, new life and new civilisations thoroughly sought out, there's also a dangerous limitation to be considered, one that has consequences for more than just the crew of the Federation's flagship. It's something that doesn't get forgotten by the next episode, which does sometimes happen in episodic shows, and I'll be looking out for it as I progress through TNG's successor, the Deep Space Nine series, which takes place in the same time period.

Lieutenant commander Data's desire to be more human continues to underpin the psychology of the character, and it's something that's used as a basis for some of the best episodes in what I consider to be a very strong season.

Of course, the VERY best episode is the two-part finale, All Good Things... It's a powerful and bittersweet farewell that's both a testament to how affecting the show was to millions of people the world over and a kind of thank you to those same people. Afterwards our time with the ship's crew comes to an end, but we know deep down that our own journey of discovery never really does.

The Enterprise D and its crew will hold a special place in my heart forever; it's a feeling that all the gold-pressed latinum in the universe couldn't buy back

26 episodes, approx 44 minutes each.

5 unknown possibilities of existence out of 5

Wednesday, December 23, 2015

Knightmare (1987–94)

As a young Faustus I loved all things fantasy and supernatural. Fighting Fantasy books, Dragonlance and Forgotten Realms novels, HeroQuest gaming sessions, etc, so it's no great surprise that Knightmare fit perfectly into my life.

Four adventurers (kids under 16) entered the Castle of Confusion in the hope of conquering its dungeon. One wore the Helmet of Justice, which limited what he/she could see, and entered the dungeon proper. The remaining three stayed behind to act as guides, able to see on a screen where their friend was, to direct and keep the Dungeoneer from falling into imaginary pits of doom and suchlike.

The rules of the game were overseen by Treguard the Dungeon Master, pictured above, a noble(ish) born Saxon, he would give occasional clues and hints to either help solve a puzzle or feed the team's nervousness. Treguard rocks!

Even though it was all for the children, the adults were the real stars. They treated the chroma key (blue screen) locations as a kind of stage, treading boards that weren't there as enthusiastically as they would if they actually did exist. In short, they were a theatre troupe doing what they do best: bringing theatrical life to an otherwise empty space. In addition, they had to ad lib when the kids turned out to be more stupid than they'd anticipated for, which was often. It's not unfair to say that some of the contestants hit every branch of the stupid tree when they fell.

Each year the dungeon would shift, offering new challenges and presenting new recurring characters. Even Trequard (Hugo Myatt) got himself an aide or two, my favourite being the elf Pickle (David Learner), who started out a little annoying but grew into a truly memorable part of the show in his second year.

The rules were unevenly enforced; it could be overly-harsh one minute and too forgiving the next, depending on how thick the kids were. It started out pandering to them, but soon got bored with that approach. In S3 the cast toyed with humiliating them, successfully, and in S4 the level design almost sent a few of the clumsier ones to the casualty ward. When a team who knew what they were doing featured, the show became the thing that it was envisioned to be: magical.

112 episodes, approx 25 minutes each.

4½ watchers of illusion out of 5

Sunday, October 5, 2014

GamesMaster (1992-98)

For the people that saw GamesMaster back in the day, that watched Dominick Diamond in his presenter pants talk straight-faced about waggling his joystick in public, the warm fuzzies of nostalgia that accompany this post are for you.

For everyone else, yes, the disembodied head in the picture above is the one and only astronomer extraordinaire Sir Patrick Moore. He was the godfather figure on the first ever dedicated video games show on UK TV.

GM went to places that other shows didn't. It plumbed the furrows and poked the holes. It even reached around without being asked because it cared. It was dangerous. In truth it was nothing more than innuendo, but if your mother walked in at the wrong time she’d be outraged. That just made it better!

As an adult now, I can see how Dom’s “verbose vernacular” could be perceived inappropriate and occasionally borderline pornographic by the emotionally stunted, but it didn't stop me chuckling the same all over again.

Dom left after Series II and was replaced by Dexter Fletcher, who was arrogant and shouty. It was a disaster. That’s all I have to say about Series III.

Mercifully, Dom returned for Series IV - VII. The innuendo was slightly curtailed, but the elevated icy sarcasm more than compensated. It’s as if he thought ‘I don’t give a toss about decorum or Channel 4. If they sack me, I’ll go out a winner.’ He'd perv the ladies and ridicule the men equally. The weekly mocking of Dave Perry, an act Dave seemed unaware of for the longest time, was pure gold.

Commentators and reviewers were from popular games magazines of the time, such as C+VG, Game Zone and my favourite, the one my paper round money paid for, Mean Machines. They dished out ridiculous scores of 80 and 90% for games we found out were turds when we rented them illegally from the unscrupulous but enterprising video store owner at the arse-end of town. Every town had one.

It was the era of the Mega Drive, SNES and Amiga; of Sensible Soccer, New Zealand Story, Alien Breed, and micro spring joysticks that broke about a week after purchase (but could we ever find that damn receipt?). Sonic 2, the slowed down PAL version, was a cutting edge new game! Bloody hell.

As the years went on the fast-loading, cartridge-based systems were forced into retirement as a cocky newcomer, the optical disc, arrived and seductively stroked the pockets of gamers the world over hungry for innovation. Little did we know it would lead to draconian business practices, patches, DLC and Season Passes.

126 episodes, approx 25 minutes each.

4 tight right-handers out of 5